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Mwo Could Really Use Floating Damage Numbers.


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#141 SirLANsalot

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Posted 19 February 2013 - 02:39 PM

If MWO had random damage dealt with each hit instead of a fixed number on damage, I would see this being useful. However since we don't have that....then no all the weapons have a fixed number on damage they do and its not some 1-20 damage number each time I hit.

#142 blinkin

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Posted 19 February 2013 - 02:43 PM

i am going to try one more time and see if someone notices before it gets burried.

View Postblinkin, on 16 February 2013 - 01:01 PM, said:

holy crap i think i came up with a good comprimise.

the major problem we all have with the floating numbers (myself included) is they break the simulator feel very thoroughly.

my simple solution:
list damage stats for enemy mechs on the paper doll when they are locked. no crazy floating numbers and it could be made to fit in with the targetting computer. i suggest having the damage listed per component and instead of having solid damage numbers either list dps or (had another well thought out system and then realised it was the exact same thing as dps).


#143 Alois Hammer

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Posted 20 February 2013 - 07:46 AM

View PostBurktross, on 19 February 2013 - 02:31 PM, said:

This would be cool if implemented in a non-intrusive way.


How does one implement "In Your Face" floating text in a "non-intrusive" way? :)

Isn't that a bit like [REDACTED]ing someone gently with a chainsaw?


Seriously, let's save it for the 3rd-person-only queues, mmkay? Not to mention saving it for when enough real issues are solved that it's not taking anyone off said issues?

#144 Elder Thorn

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Posted 20 February 2013 - 08:09 AM

View Posthashinshin, on 15 February 2013 - 09:53 PM, said:

I know people that play this game, especially those on the forums, generally hate anything that makes this game more open and easy to play and are filled with rage at the thought of anyone new playing mechwarrior, but ... well I guess that says it all.


i support your idea, because of this paragraph!

#145 blinkin

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Posted 20 February 2013 - 11:40 AM

View PostElder Thorn, on 20 February 2013 - 08:09 AM, said:


i support your idea, because of this paragraph!

View PostDeadlyNerd, on 18 February 2013 - 04:53 AM, said:

What I see here is fear, fear that newbs may get better than you elitist bunch, if they were given a little bit of help.
Well newbs keep this game alive and if this means more newbs, I couldn't care less whether they'd kick your *** or not.

EDIT: Again, this would be OPTIONAL, your game would be FINE, since none of you can comprehend that fact unless told explicitly.

i don't want this here for the same reasons i don't want it anywhere near half life 2, skyrim, STALKER, FEAR, bioshock, or any simulator. when i invested this was supposed to be a mech simulator.

i know you say "optional" over and over again, but part of being a simulator is managing amounts of information that are enough to make the game difficult. this would vastly reduce information management. during heavy combat anything that readily grants information is a massive advantage. if you are on comms and you have a friendly player calling out positions on an enemy mech, then that is one less enemy mech that you have to watch for.

this readily tells you if an enemy has been hit at long range. this tells you exactly how much damage an enemy mech is taking. instead of rough estimates based on mech model and data given by your targetting system all that needs to be done is some basic subtraction with the only rough estimates coming from how much armor a mech may have.

during closed beta there was a hit detection system in place for a while. ALL IT DID was tell you when a shot connected with an enemy mech. the system was removed because it gave out too much information.

as has been stated before floating number technology has been around since the super nintendo era.

i would be okay with putting these numbers on the paper doll of a locked target, but anything else very clearly becomes an advantage during game play. this has been tested and proven with hit detection in closed beta.

#146 Elder Thorn

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Posted 20 February 2013 - 10:52 PM

View Postblinkin, on 20 February 2013 - 11:40 AM, said:

during closed beta there was a hit detection system in place for a while. ALL IT DID was tell you when a shot connected with an enemy mech. the system was removed because it gave out too much information.


dude.. that system you are talking about... it's still there. You know, your reticule goes red when you hit a mech, doesn't matter though if friendly or hostile

#147 Hotthedd

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Posted 21 February 2013 - 07:20 AM

I could live with "floating damage text" if you had to insert a quarter in your PC before each game.

#148 Bhael Fire

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Posted 21 February 2013 - 08:28 AM

View PostWispsy, on 15 February 2013 - 09:55 PM, said:

lol


I'll second this response.

Sorry, but I nearly shot coffee out of my nose when I read the OP.

#149 iminbagdad

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Posted 21 February 2013 - 08:51 AM

Good idea blinkin but these guys don't want to read that. Add some cursing about authentic realistic made up stuff and then you'll get a response.

#150 CancR

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Posted 21 February 2013 - 09:13 AM

View Postblinkin, on 19 February 2013 - 02:43 PM, said:


holy crap i think i came up with a good comprimise.

the major problem we all have with the floating numbers (myself included) is they break the simulator feel very thoroughly.

my simple solution:
list damage stats for enemy mechs on the paper doll when they are locked. no crazy floating numbers and it could be made to fit in with the targetting computer. i suggest having the damage listed per component and instead of having solid damage numbers either list dps or (had another well thought out system and then realised it was the exact same thing as dps).


So good of you like my ideas, but you should give credit where credit is due. I had came up with this idea first in the module thread even though you credited some one else who also came up with something similar. Either way, you didn't come up with this solution at all.

#151 blinkin

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Posted 21 February 2013 - 10:20 AM

View PostCancR, on 21 February 2013 - 09:13 AM, said:


So good of you like my ideas, but you should give credit where credit is due. I had came up with this idea first in the module thread even though you credited some one else who also came up with something similar. Either way, you didn't come up with this solution at all.

not trying to steal anyone's thunder. i either did not actually read those posts or just didn't remember.

on the module thread i spend most of my efforts copy pasting modules names into the OP. there is very little retention of the actual ideas.

#152 CancR

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Posted 21 February 2013 - 12:08 PM

The Gist of it is that the module would track a weapon group and could be taken multiple times which would track another weapon group, and would track damage by number by the limbs that where hit so you can gauge what the damage spread and thus accuracy of your shots are.

#153 Fut

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Posted 21 February 2013 - 12:26 PM

This is a terrible, terrible idea. Not only would it turn MWO into an Arcadey shooter game, it's actually kind of pointless.
Your reticle already lights up red to indicate you're doing damage with your shots, do we really need magical numbers to appear as well?

Besides, in the heat of the combat it doesn't really matter how much damage you landed with one particular shot. If your enemy is still standing you clearly haven't done enough damage, so let your weapon recycle and take another shot.

#154 ReissTC

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Posted 22 February 2013 - 05:38 PM

Closest thing to this that I'd like is the damage meters used in the alternate mech status view on MW4. Would make knowing exactly what you've hit a little easier to tell, has been done in MW before, and wouldn't clutter the screen up like numbers. Don't like the idea of floating numbers, though. No point. Damage is fixed anyway. Bars would basically be the current damage indicator, but more precise. Very nice for laser usage.

Seriously, think of an LRM20 and apply floating damage numbers ala TF2 to that.





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